When do i move up leagues in sc2




















So contender and bugs put aside, most of those complaints are likely be related to the provisional MMR state. Ambiguity certainly has its uses. No wonder you think Terran is OP and Protoss needs buffs, you seem to still be living in although I think rossija is actually stuck in or something tbh. YOu could practice 16 hours per day every day and still never get out of bronze if you only have less than I.

They probably changed demotions to lessen ladder anxiety. Otherwise as soon as players hit a new league they would just stop playing the game. The only thing you need to get out of the metal leagues entirely is good macro mechanics.

Even an incredibly stupid person can get to diamond or masters, as evidenced by all the climate deniers who play SC2 and have a shiny border.

Hard league promotion General Discussion. Minimum Maximum You have , 1 step away from demotion. This new progression was implement probably 5 years ago or something. League StarCraft II. View source. History Talk 4. Do you like this video? Play Sound. StarCraft II Battle. Accessed Situation Report: Patch 1. Blizzard Entertainment. You will have to play a couple of games to evaluate your level and then you will be put in a league that fits you best.

Each league will also have a lot of subdivisions. After a period of time your skill level will be reevaluated and you will either go to a higher league or a lower one. Gold, Silver, Bronze Leagues. Heart of the Swarm League Percentages. Patch 1. Season 3 Lock Incoming. StarCraft II Patch 1. Master League for 2v2, 3v3 and 4v4.

Destructoid Interview. Blizzcon Wrap-Up. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. Bisu 6. Soulkey 7. Mini 8. This guide is designed to provide detailed information about the core functionality and design of the Starcraft II ladder, its leagues, and matchmaking.

The information within this guide comes from empirical findings as well as Blizzard developers. Overview Immediately noticeable upon searching for a ladder match is your remaining Bonus Pool. The Bonus Pool is a reservoir of points that are awarded for wins, doubling your earned points per game until the Bonus Pool is exhausted.

The Bonus Pool also absorbs lost points, reducing your Bonus Pool by an amount equal to the number of points you would have lost for that game. The Bonus Pool accrues at a set rate for each league, whether playing or not. Platinum League -- Gold League -- Silver League -- Bronze League -- Patch 1. Patch 3.

Because of this set rate and because it applies equally to everyone, this essentially acts as a global decay mechanism, separating active players from inactive ones. In a typical division, it's expected that not all players will remain active, so this means that players who consume more Bonus Pool will typically rise above most of the players in their division, because the inactive players' points are decaying relative to the active players. We can therefore say that your displayed points minus your spent Bonus Pool are your "adjusted points", or points that account for the inflation of the ladder as a result of Bonus Pool.

Overview At the heart of the system is a hidden value known as the matchmaking rating, or MMR for short. Matchmaking rating helps to ensure you play against players around your skill level and influences how many points you stand to gain or lose per match.

For this reason, it is extraordinarily difficult to reverse engineer MMR from points. Fortunately, patch 3. Favored System On the post-game score screen, an amount of points are awarded or lost in accordance with what the system determines to be a favorable or unfavorable pairing.

The Favored system compares your opponent's MMR with your adjusted points and calculates an amount of points that the game will be worth if you win or lose. If you stand to gain points or lose , you are Favored; if you stand to gain points or lose , you are Slightly Favored; if you stand to earn or lose points, the Teams are Even.

This value is independently calculated for each team and the results will not necessarily be zero sum. Each player would see the other as Favored and would either earn many or lose few points depending on the outcome. The image below illustrates this. The important thing to remember is that "favored" does not always mean "better" unless both players' points have approximately reached their MMRs. Until that time, the "favored" indicator only serves to determine how many points a match is worth, and is not an indicator of skill.

If your opponent's MMR is below the equivalent of 88 points in your division, that opponent will -- for the purposes of point calculation -- appear to have an MMR equivalent to 88 points in your division. This means that even if your adjusted points are below 0 and your MMR is far below your division's lower bound, you will see opponents as "Even" and earn the associated number of points for those games.

This allows for all players to earn points up to a certain amount and removes the frustration associated with seeing yourself as "Favored" in every match. Uncertainty The system knows that players may perform at a level above or below their MMR. This is represented as a hidden variance factor called "uncertainty". In conjunction with MMR, uncertainty determines your range of potential opponents, and that uncertainty can increase or decrease, thereby widening or narrowing that range, depending on the outcome of each game.

If no player is in the queue who is within your uncertainty range, that range will gradually increase until a match is found. Uncertainty also determines how drastically MMR changes after a match. Generally speaking, the system becomes more uncertain about you when you beat a player whose MMR is higher or lose to one with a lower MMR, and less uncertain when you beat a player with a lower MMR or lose to one with higher MMR.

The curve colored blue represents the deviation of skill that this player may exhibit over time. Any player knows that there are external factors that may affect your play: playing on tilt, being unusually focused, getting distracted.

The uncertainty curve is a graphical representation of that level of inconsistency. Players who are found to be close to your MMR which would be near the peak of your curve should statistically be a close match. The example image above shows a second player that has been matched with the first. The overlapping area represents the statistical probability of a close match. Based upon the size of the overlapping area, if Player 1 is playing well and Player 2 is playing poorly, the outcome would be roughly Note that generally speaking, the uncertainty value will steadily drop over time.

After enough games, it will settle at a minimum value which is still enough to move gradually across leagues. Placement Matches When starting a new team or game type, your MMR from other game types is used as a starting point for your first placement match. After the first placement match, that new team or game type's MMR is separate.

This allows players to immediately start playing against players close to their skill level from the very first game. It is possible to be placed in any league except for Grandmaster, which requires a promotion. There are two types of placement matches: those where you have no prior MMR history you play 5 placement matches and those where your MMR is preserved from either the current or previous season you play 1 placement match.

In the former case, placement is conservative, meaning the system is reasonably confident that you are at least as good as your assigned league, or perhaps better. In the latter case, placement is more accurate using your previously-established value as a starting point.

MMR transcends leagues. That means that even when you are initially placed in a league, your MMR is not necessarily at the bottom of that league. Rating Calibration Phase Players with no rating history, normally characterized by 5 required placement matches, will have a greater rating variance per match as the system attempts to rapidly assess their correct MMR. This is called their "rating calibration" or "provisional" phase, and lasts for 25 games.

During those first 25 games, league promotions are inhibited. Season 3 introduced a separate accrual rate for leagues below Master.

A player joining StarCraft freshly after the start of a season instantly receives the Bonus Pool as if he started at day 1 of the Season. This change was made in Patch 1. Bonus pool accrual rates have been tuned for team matchmaking modes to make them more competitive: [4]. This rating decides which opponents a player will meet, and tries to quantify their skill level. Each play-season the visible points will be reset, while the skill rating, MMR, stays intact.

Since Patch 3. There also is a value " sigma " that measures how uncertain the system is of a player's MMR. This is usually high if a player has not played many games recently, or if they are on a winning or losing streak.

Sigma is used to calculate how wide a player's search range should be, and by extension how much their MMR will change as a result of playing rating-distant opponents i. In Patch 3. MMR is now visible for players, each ladder league below Grandmaster is split into three tiers, and the post-game screen now shows specific information about a player's current skill rating, how close they are to the next tier, and the upper and lower limits of their current ladder tier.

The MMR boundaries are based on a prior distribution from the previous season, and during each season roll, the values are recalculated for the upcoming season. In Heart of the Swarm, if a player did not play any matches for an extended period of time, their MMR would decay, or automatically decrease.

The details of the system are unknown, but it appears to be a linear decay, [17] and Blizzard has confirmed that decay begins after 2 weeks of inactivity, and decay stops after 4 weeks of inactivity.

If a Seasonal Placement Match was not played last season, then MMR and uncertainty are both reset to their default values and the system effectively "forgets" about that player. A special note about this, though: Random Team MMR is linked with 1v1 MMR, which means that if no 1v1 games were played last season, but Random Team games were played, a player's 1v1 MMR would not be reset at the start of the next season.

MMR decay was removed in April Every arranged pair of 2v2 players is given a single rating. In 2v2 random match-ups, an average rating of the two players will be compared to their opponents rating. This rule presumably applies for 3v3 and 4v4 as well. Starcraft II ladder is divided into several seasons per year, and the final results are generally recorded at the end of a season. General Recent changes Pending changes Random page.

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